Enumeration
Description
When using CodeFunctionNode you are able to define Ports with any Bindings that available in Shader Graph. For a full list of available Bindings see Port Bindings. When using CodeFunctionNode Bindings are defined using SlotAttribute.
For more information on how to create Nodes using CodeFunctionNode see Custom Nodes with CodeFunctionNode.
Below is a full list including the Port Bindings they map to.
Properties
| SlotAttribute Binding | Port Binding |
|---|---|
| ObjectSpaceNormal | Normal (in object space) |
| ObjectSpaceTangent | Tangent (in object space) |
| ObjectSpaceBitangent | Bitangent (in object space) |
| ObjectSpacePosition | Position (in object space) |
| ViewSpaceNormal | Normal (in view space) |
| ViewSpaceTangent | Tangent (in view space) |
| ViewSpaceBitangent | Bitangent (in view space) |
| ViewSpacePosition | Position (in view space) |
| WorldSpaceNormal | Normal (in world space) |
| WorldSpaceTangent | Tangent (in world space) |
| WorldSpaceBitangent | Bitangent (in world space) |
| WorldSpacePosition | Position (in world space) |
| TangentSpaceNormal | Normal (in tangent space) |
| TangentSpaceTangent | Tangent (in tangent space) |
| TangentSpaceBitangent | Bitangent (in tangent space) |
| TangentSpacePosition | Position (in tangent space) |
| MeshUV0 | UV (channel 0) |
| MeshUV1 | UV (channel 1) |
| MeshUV2 | UV (channel 2) |
| MeshUV3 | UV (channel 3) |
| ScreenPosition | Screen Position (Default mode) |
| ObjectSpaceViewDirection | View Direction (in object space) |
| ViewSpaceViewDirection | View Direction (in view space) |
| WorldSpaceViewDirection | View Direction (in world space) |
| TangentSpaceViewDirection | View Direction (in tangent space) |
| VertexColor | Vertex Color |